@Override
  public void renderTileLayer(TiledMapTileLayer layer) {

    final float color = Color.toFloatBits(1, 1, 1, layer.getOpacity());

    final int layerWidth = layer.getWidth();
    final int layerHeight = layer.getHeight();

    final float layerTileWidth = layer.getTileWidth() * unitScale;
    final float layerTileHeight = layer.getTileHeight() * unitScale;

    final float layerTileWidth25 = layerTileWidth * 0.25f;
    final float layerTileWidth50 = layerTileWidth * 0.50f;
    final float layerTileWidth75 = layerTileWidth * 0.75f;

    final float layerTileHeight50 = layerTileHeight * 0.50f;
    final float layerTileHeight150 = layerTileHeight * 1.50f;

    final int col1 = Math.max(0, (int) (((viewBounds.x - layerTileWidth25) / layerTileWidth75)));
    final int col2 =
        Math.min(
            layerWidth,
            (int) ((viewBounds.x + viewBounds.width + layerTileWidth75) / layerTileWidth75));

    final int row1 = Math.max(0, (int) ((viewBounds.y / layerTileHeight150)));
    final int row2 =
        Math.min(
            layerHeight,
            (int) ((viewBounds.y + viewBounds.height + layerTileHeight150) / layerTileHeight));

    final float[] vertices = this.vertices;

    for (int row = row1; row < row2; row++) {
      for (int col = col1; col < col2; col++) {

        float x = layerTileWidth75 * col;
        float y = (col % 2 == (yDown ? 0 : 1) ? 0 : layerTileHeight50) + (layerTileHeight * row);

        final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
        if (cell == null) {
          x += layerTileWidth;
          continue;
        }
        final TiledMapTile tile = cell.getTile();
        if (tile != null) {
          if (tile instanceof AnimatedTiledMapTile) continue;

          final boolean flipX = cell.getFlipHorizontally();
          final boolean flipY = cell.getFlipVertically();
          final int rotations = cell.getRotation();

          TextureRegion region = tile.getTextureRegion();

          float x1 = x;
          float y1 = y;
          float x2 = x1 + region.getRegionWidth() * unitScale;
          float y2 = y1 + region.getRegionHeight() * unitScale;

          float u1 = region.getU();
          float v1 = region.getV2();
          float u2 = region.getU2();
          float v2 = region.getV();

          vertices[X1] = x1;
          vertices[Y1] = y1;
          vertices[C1] = color;
          vertices[U1] = u1;
          vertices[V1] = v1;

          vertices[X2] = x1;
          vertices[Y2] = y2;
          vertices[C2] = color;
          vertices[U2] = u1;
          vertices[V2] = v2;

          vertices[X3] = x2;
          vertices[Y3] = y2;
          vertices[C3] = color;
          vertices[U3] = u2;
          vertices[V3] = v2;

          vertices[X4] = x2;
          vertices[Y4] = y1;
          vertices[C4] = color;
          vertices[U4] = u2;
          vertices[V4] = v1;

          if (flipX) {
            float temp = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = temp;
            temp = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = temp;
          }
          if (flipY) {
            float temp = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = temp;
            temp = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = temp;
          }
          if (rotations == 2) {
            float tempU = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = tempU;
            tempU = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = tempU;
            float tempV = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = tempV;
            tempV = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = tempV;
            break;
          }
          spriteBatch.draw(region.getTexture(), vertices, 0, 20);
        }
      }
    }
  }
  @Override
  public void renderTileLayer(TiledMapTileLayer layer) {
    final Color batchColor = batch.getColor();
    final float color =
        Color.toFloatBits(
            batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());

    final int layerWidth = layer.getWidth();
    final int layerHeight = layer.getHeight();

    final float layerTileWidth = layer.getTileWidth() * unitScale;
    final float layerTileHeight = layer.getTileHeight() * unitScale;

    final float layerTileWidth50 = layerTileWidth * 0.50f;
    final float layerTileHeight50 = layerTileHeight * 0.50f;

    final int minX = Math.max(0, (int) (((viewBounds.x - layerTileWidth50) / layerTileWidth)));
    final int maxX =
        Math.min(
            layerWidth,
            (int)
                ((viewBounds.x + viewBounds.width + layerTileWidth + layerTileWidth50)
                    / layerTileWidth));

    final int minY = Math.max(0, (int) (((viewBounds.y - layerTileHeight) / layerTileHeight)));
    final int maxY =
        Math.min(
            layerHeight,
            (int) ((viewBounds.y + viewBounds.height + layerTileHeight) / layerTileHeight50));

    for (int y = maxY - 1; y >= minY; y--) {
      float offsetX = (y % 2 == 1) ? layerTileWidth50 : 0;
      for (int x = maxX - 1; x >= minX; x--) {
        final TiledMapTileLayer.Cell cell = layer.getCell(x, y);
        if (cell == null) continue;
        final TiledMapTile tile = cell.getTile();

        if (tile != null) {
          final boolean flipX = cell.getFlipHorizontally();
          final boolean flipY = cell.getFlipVertically();
          final int rotations = cell.getRotation();
          TextureRegion region = tile.getTextureRegion();

          float x1 = x * layerTileWidth - offsetX + tile.getOffsetX() * unitScale;
          float y1 = y * layerTileHeight50 + tile.getOffsetY() * unitScale;
          float x2 = x1 + region.getRegionWidth() * unitScale;
          float y2 = y1 + region.getRegionHeight() * unitScale;

          float u1 = region.getU();
          float v1 = region.getV2();
          float u2 = region.getU2();
          float v2 = region.getV();

          vertices[X1] = x1;
          vertices[Y1] = y1;
          vertices[C1] = color;
          vertices[U1] = u1;
          vertices[V1] = v1;

          vertices[X2] = x1;
          vertices[Y2] = y2;
          vertices[C2] = color;
          vertices[U2] = u1;
          vertices[V2] = v2;

          vertices[X3] = x2;
          vertices[Y3] = y2;
          vertices[C3] = color;
          vertices[U3] = u2;
          vertices[V3] = v2;

          vertices[X4] = x2;
          vertices[Y4] = y1;
          vertices[C4] = color;
          vertices[U4] = u2;
          vertices[V4] = v1;

          if (flipX) {
            float temp = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = temp;
            temp = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = temp;
          }

          if (flipY) {
            float temp = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = temp;
            temp = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = temp;
          }

          if (rotations != 0) {
            switch (rotations) {
              case Cell.ROTATE_90:
                {
                  float tempV = vertices[V1];
                  vertices[V1] = vertices[V2];
                  vertices[V2] = vertices[V3];
                  vertices[V3] = vertices[V4];
                  vertices[V4] = tempV;

                  float tempU = vertices[U1];
                  vertices[U1] = vertices[U2];
                  vertices[U2] = vertices[U3];
                  vertices[U3] = vertices[U4];
                  vertices[U4] = tempU;
                  break;
                }
              case Cell.ROTATE_180:
                {
                  float tempU = vertices[U1];
                  vertices[U1] = vertices[U3];
                  vertices[U3] = tempU;
                  tempU = vertices[U2];
                  vertices[U2] = vertices[U4];
                  vertices[U4] = tempU;
                  float tempV = vertices[V1];
                  vertices[V1] = vertices[V3];
                  vertices[V3] = tempV;
                  tempV = vertices[V2];
                  vertices[V2] = vertices[V4];
                  vertices[V4] = tempV;
                  break;
                }
              case Cell.ROTATE_270:
                {
                  float tempV = vertices[V1];
                  vertices[V1] = vertices[V4];
                  vertices[V4] = vertices[V3];
                  vertices[V3] = vertices[V2];
                  vertices[V2] = tempV;

                  float tempU = vertices[U1];
                  vertices[U1] = vertices[U4];
                  vertices[U4] = vertices[U3];
                  vertices[U3] = vertices[U2];
                  vertices[U2] = tempU;
                  break;
                }
            }
          }
          batch.draw(region.getTexture(), vertices, 0, 20);
        }
      }
    }
  }